Switch Theme:

When balance fails: What's the useless unit in your army?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Longtime Dakkanaut




In Alphabetical order

Battlewagon, its a 161pt transport whose only useful upgrade is a Deff rolla which is finally decent again after 3 years. (OHh and the Ard Top which gives it T8 which it should have already had, hold over for Open topped is my guess, can't make ork stuff better then imperium)

Big Gunz: 8pt model sweet! Ohh, you have to buy the gun, and the krew....So that 8pt Kannon (worth it) just became a 27pt Kannon with 3 wounds and a 5+ save and no access to rerolls

Blitza BOmmer: 134pts or a bommer that once it drops its 2 bombs is useless. You are better off taking Deff Koptas.

Burna Boyz: 14pts for a Boy with a 8in Flamer that does D3 instead of D6.....yeah the -2 AP in melee is nice but won't statistically do much for you.
Burna-Bommer: Like the Blitza but even crappier.

Dakkajet: 148pts for 18 S6 -1 AP shots at BS3 (4+ to hit and only if ALL weapons target the same unit). Against Tac Marines this will do 3 casualties. So it needs to stay alive for 5 turns in order to make back its points doing this. Of course if those Marines are in cover those 3 casualties becomes 2 and then its even longer before it makes its points back.

Deff Dreadz: They exist solely to be target practice for opposing armies. 114pts for a Deff Dread armed with Dread klaws only that give it a grand total of 6 attacks at WS3 not even WS2. And just to really rub it in, it only moves 6in. To add insult to injury a regular SM Dreadnought is 19pts more expensive and comes standard with 2 less attacks at the same WS and with even more strength (12 to our 10) It also comes stock with an assault cannon which pushes out insane levels of dakka this edition and a Stormbolter So at max range its pushing out 6 S6 shots with -1 AP and 2 S4 shots. Yet again, we can't have nicer things then the imperium.

Flash Gitz: Same problems as last edition, 27pts for a 6+ armor save, and if you put them in a Wagon to protect your investment then you are losing out on all buffs and rerolls, not to mention creating a 300-450pts unit that is barely effective at shooting because of range and restrictions (If it moves those super expensive 4+ to hit gunz become 5+)

Gretchin: 3pts for a terrible model that will run away at first chance because they don't have mob rule and have LD4, you are required to take a Runtherd with them so tack on a 26pt Boy model with 3 attacks instead of 2 who gets to kill D3 grots to make them pass morale. They are literally useless for EVERYTHING except as chaff.

Killa Kanz: Still a bad investment in this game. The only weapon worth taking on a Kan these days is the Rokkit which went up in price 140% The Grotzooka was OK because it was a cheap Heavy 2 Blast weapon but with the rule change ALL Ork blast weapons are basically useless. They are still slow, they somehow got even MORE expensive this edition.

Meganobz: nope. 25pts +25pts for PK +4pts for a Kustom Shoota (required) and that 40pt model that was only acceptable in a Bully Boyz formation last edition just went up in price 14pts per model and became LESS effective at what they do.

Mek Gunz: T7 3+ Save just became T5 5+ Save. All the weapons with the exception of the BubbleChucka just became less effective and the cost? yup it went up even as the durability and effectiveness of the gun went down.

Morkanaut: Its shooting got worse, its cost went up and its durability barely increased with the wounds change. 374pts for a slow walker whose purpose is to provide a KFF bubble while laying down ineffective firepower from its over priced and underpowered weapons.

Painboy: You will only ever take 1 of these in the game and for like 9pts more you can take Grotsnik who is better across the board and comes with a 5+ FNP and good armor. If this thing still provided 5+ FNP it would be a useful thing to take, as it stands its just a tool to keep weirdboyz alive a bit longer and to act as a delivery system for its Klaw.

Painboy on Warbiker; WTF? Giving it a bike somehow raises its cost by 125%? Painboy = 40 Painboy on Bike = 90pts (Both add +25 for the PKs they are required to take.)

Skorchas: Same problem as the Buggy and Wartrak: to expensive, no dakka, useless in CC. I was holding out hope for these but now that Ive seen the other factions it would be useless to take these.

Stompa: 900+pts for a less effective Stompa that is actually LESS durable versus everything except Melta/Grav spam. All of its ranged weapons are crap except for maybe the Supa Gatler, but even that isn't good and if you use its ability will give you 4D6 shots which average 5 total hits, and doing so gives you a 1/6 chance to ruin the only useful gun you have on the damned thing. If it gets to CC its ok there, somehow it doesn't have stomp.....let that sink in.....the Stompa doesn't have Stomp. and gets 4 attacks with the Klaws full version or 12 attacks at a less version. If you cut the cost of this thing in half it would still be a questionable thing to take. It requires a Big Mek with a KFF to spend the entire game inside of it to even have a chance, and you can no longer pack units of Mekz inside to try and keep it alive.

Trukk: its half the price of a battlewagon, can carry half as many passengers, has significantly less durability and is significantly worse in CC then the battlewagon. Basically its sole purpose it so transport Tank Bustas around since Trukk Boyz aren't as good as they used to be due to the loss of attacks and the nerf the Power Klaw got.

Warbikers: 50% increase in cost, marginal upgrade to dakka and LOSS of durability with jink going away even with 2 wounds they aren't as durable. The best bet for these things is to use them as mobile dakka and park them in cover for the entire game because if they are out in the open they are going to die and at 27pts per model, they aren't a cheap investment anymore.

So I know thats a big list but realistically that is the list of units that are crap or useless right now in the Ork Codex. Some are slightly usable like the Trukk or Big Gunz but only because we don't have a valid alternative unit that does a similar job better. BUT out of everything in the Ork Codex I personally think the most USELESS unit is going to be Stompa for the above reasons. Every Ork unit is over priced, but the Stompa takes the cake. In 7th it cost 770pts and was considered to be about 300pts over priced, in 8th it lost dakka and went up in price 200pts. The things is a big $110 pile of crap.

Basically whomever wrote the Ork codex believes that Orkz shouldn't have synergy in anything except boyz. And even then the only good synergy is a Weirdboy giving them +1 to attack or deep striking them, teamed with Ghaz giving them +1 attack on the charge and maybe the Mech giving them a 5++ Bubble if they lump themselves together.



This message was edited 4 times. Last update was at 2017/07/05 17:55:29


 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Mekboy on Kustom Deth Kopta






 ForceChoke wrote:
 Inquisitor Lord Katherine wrote:
 ForceChoke wrote:
 G00fySmiley wrote:
a stompa... 977 points is absolutely obsurd compared to imperial knights


PODS


What are you talking about? I assume you're talking about Drop Pods, and they seem, to me, pretty decent.


Well I disagree the 9" rule and the point cost. Why take pods when you get razorback spam. Pods being Nerfed shelved my whole army.

it's okay to disagree


I would disagree on drop pods, I own several and have a decent sized space marine army (over 100 terminators... I like the model fun to paint and play with shades) pods are now situational but have a place still. you are generally better off with a razorback, but dropping a devastator squad in with multimeltas is going to wreck something and be a huge fire magnet the next turn. drop the pod in. throw the podnext to terrain they get in for that 2+ save and are in melta range. attach a power armored captain for rerolls and a lose combat monster if desired. sternguard also work well in a pod combi meltas and you get the bolter shots and the melta shots. assault marines drop in, combat squad so 2 units get out and again 10 models that cannot be ignored and might even get off a first turn charge. now I would say you should only run 1-2 drop pod units now but they can be quite good (full drop pod though is indeed dead)

10000 points 7000
6000
5000
5000
2000
 
   
Made in us
Shadowy Grot Kommittee Memba






Incredibly, my *entire* inquisition army (And it's mostly official, albeit older, GW sculpts!) is non-WYSIWYG now.

No storm shields on acolytes and no carapace armor means all my inquisitorial stormtroopers aren't wysiwyg (~20)

My Condemnor Boltgun/Power Sword inquisitor, Conversion Beamer inquisitor, Venom Talon/Plasma Pistol inquisitor, Combi-plasma/Power Sword inquisitor, Hellrifle inquisitor, AND Daemonhammer/Bolter inquisitor are ALL Illegal now.

Hilarious.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in ie
Norn Queen






Dublin, Ireland

Spoiler:
Battlewagon, its a 161pt transport whose only useful upgrade is a Deff rolla which is finally decent again after 3 years. (OHh and the Ard Top which gives it T8 which it should have already had, hold over for Open topped is my guess, can't make ork stuff better then imperium)

Big Gunz: 8pt model sweet! Ohh, you have to buy the gun, and the krew....So that 8pt Kannon (worth it) just became a 27pt Kannon with 3 wounds and a 5+ save and no access to rerolls

Blitza BOmmer: 134pts or a bommer that once it drops its 2 bombs is useless. You are better off taking Deff Koptas.

Burna Boyz: 14pts for a Boy with a 8in Flamer that does D3 instead of D6.....yeah the -2 AP in melee is nice but won't statistically do much for you.
Burna-Bommer: Like the Blitza but even crappier.

Dakkajet: 148pts for 18 S6 -1 AP shots at BS3 (4+ to hit and only if ALL weapons target the same unit). Against Tac Marines this will do 3 casualties. So it needs to stay alive for 5 turns in order to make back its points doing this. Of course if those Marines are in cover those 3 casualties becomes 2 and then its even longer before it makes its points back.

Deff Dreadz: They exist solely to be target practice for opposing armies. 114pts for a Deff Dread armed with Dread klaws only that give it a grand total of 6 attacks at WS3 not even WS2. And just to really add insult to injury it only moves 6in. To add insult to injury a regular SM Dreadnought is 19pts more expensive and comes standard with 2 less attacks at the same WS and with even more strength (12 to our 10) It also comes stock with an assault cannon which pushes out insane levels of dakka this edition and a Stormbolter So at max range its pushing out 6 S6 shots with -1 AP and 2 S4 shots. Yet again, we can't have nicer things then the imperium.

Flash Gitz: Same problems as last edition, 27pts for a 6+ armor save, and if you put them in a Wagon to protect your investment then you are losing out on all buffs and rerolls, not to mention creating a 300-450pts unit that is barely effective at shooting because of range and restrictions (If it moves those super expensive 4+ to hit gunz become 5+)

Gretchin: 3pts for a terrible model that will run away at first chance because they don't have mob rule and have LD4, you are required to take a Runtherd with them so tack on a 26pt Boy model with 3 attacks instead of 2 who gets to kill D3 grots to make them pass morale. They are literally useless for EVERYTHING except as chaff.

Killa Kanz: Still a bad investment in this game. The only weapon worth taking on a Kan these days is the Rokkit which went up in price 140% The Grotzooka was OK because it was a cheap Heavy 2 Blast weapon but with the rule change ALL Ork blast weapons are basically useless. They are still slow, they somehow got even MORE expensive this edition.

Meganobz: nope. 25pts +25pts for PK +4pts for a Kustom Shoota (required) and that 40pt model that was only acceptable in a Bully Boyz formation last edition just went up in price 14pts per model and became LESS effective at what they do.

Mek Gunz: T7 3+ Save just became T5 5+ Save. All the weapons with the exception of the BubbleChucka just became less effective and the cost? yup it went up even as the durability and effectiveness of the gun went down.

Morkanaut: Its shooting got worse, its cost went up and its durability barely increased with the wounds change. 374pts for a slow walker whose purpose is to provide a KFF bubble while laying down ineffective firepower from its over priced and underpowered weapons.

Painboy: You will only ever take 1 of these in the game and for like 9pts more you can take Grotsnik who is better across the board and comes with a 5+ FNP and good armor. If this thing still provided 5+ FNP it would be a useful thing to take, as it stands its just a tool to keep weirdboyz alive a bit longer and to act as a delivery system for its Klaw.

Painboy on Warbiker; WTF? Giving it a bike somehow raises its cost by 125%? Painboy = 40 Painboy on Bike = 90pts (Both add +25 for the PKs they are required to take.)

Skorchas: Same problem as the Buggy and Wartrak: to expensive, no dakka, useless in CC. I was holding out hope for these but now that Ive seen the other factions it would be useless to take these.

Stompa: 900+pts for a less effective Stompa that is actually LESS durable versus everything except Melta/Grav spam. All of its ranged weapons are crap except for maybe the Supa Gatler, but even that isn't good and if you use its ability will give you 4D6 shots which average 5 total hits, and doing so gives you a 1/6 chance to ruin the only useful gun you have on the damned thing. If it gets to CC its ok there, somehow it doesn't have stomp.....let that sink in.....the Stompa doesn't have Stomp. and gets 4 attacks with the Klaws full version or 12 attacks at a less version. If you cut the cost of this thing in half it would still be a questionable thing to take. It requires a Big Mek with a KFF to spend the entire game inside of it to even have a chance, and you can no longer pack units of Mekz inside to try and keep it alive.

Trukk: its half the price of a battlewagon, can carry half as many passengers, has significantly less durability and is significantly worse in CC then the battlewagon. Basically its sole purpose it so transport Tank Bustas around since Trukk Boyz aren't as good as they used to be due to the loss of attacks and the nerf the Power Klaw got.

Warbikers: 50% increase in cost, marginal upgrade to dakka and LOSS of durability with jink going away even with 2 wounds they aren't as durable. The best bet for these things is to use them as mobile dakka and park them in cover for the entire game because if they are out in the open they are going to die and at 27pts per model, they aren't a cheap investment anymore.


You should have just said what was good in the Ork list

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in ru
!!Goffik Rocker!!






Ratius wrote:
You should have just said what was good in the Ork list


I think he did.

SemperMortis wrote:boyz
   
Made in us
Longtime Dakkanaut




 koooaei wrote:
Ratius wrote:
You should have just said what was good in the Ork list


I think he did.

SemperMortis wrote:boyz



Pretty much. The Ork army is reduced to Boyz, everything else is secondary and just there to distract until boyz get up the field OR to buff the boyz to last longer.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

SemperMortis wrote:
 koooaei wrote:
Ratius wrote:
You should have just said what was good in the Ork list


I think he did.

SemperMortis wrote:boyz



Pretty much. The Ork army is reduced to Boyz, everything else is secondary and just there to distract until boyz get up the field OR to buff the boyz to last longer.

When I've played against Orks I laughed at the Boy hordes (they did little to no damage to my army and always died with ease), the Ork units I actually thought were scary were Morkanaughts, KillaKans and MegaNobz: these were the only things that could reliably survive my charges and then hit back hard.

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in us
Longtime Dakkanaut




 mrhappyface wrote:
SemperMortis wrote:
 koooaei wrote:
Ratius wrote:
You should have just said what was good in the Ork list


I think he did.

SemperMortis wrote:boyz



Pretty much. The Ork army is reduced to Boyz, everything else is secondary and just there to distract until boyz get up the field OR to buff the boyz to last longer.

When I've played against Orks I laughed at the Boy hordes (they did little to no damage to my army and always died with ease), the Ork units I actually thought were scary were Morkanaughts, KillaKans and MegaNobz: these were the only things that could reliably survive my charges and then hit back hard.


Morkanaut is universally thought of as the 2nd worst walker in the game, right behind the Stompa. Killa Kanz are fun but ultimately useless, they are too expensive and don't have enough dakka. In CC they have S8 attacks BUT they hit on 5s. Meganobz are not scary at all these days. 3 attacks with a Powerklaw that hit on 4s.

 Tomsug wrote:
Semper krumps under the radar

 
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

SemperMortis wrote:
Morkanaut is universally thought of as the 2nd worst walker in the game, right behind the Stompa. Killa Kanz are fun but ultimately useless, they are too expensive and don't have enough dakka. In CC they have S8 attacks BUT they hit on 5s. Meganobz are not scary at all these days. 3 attacks with a Powerklaw that hit on 4s.

Who thinks they are the second worst? Sure they aren't the best but, around here at least, Morkanaughts are universely seen as good and 10 times better than they ever were. KillKans and Meganobz hurt like hell when they swing first and their large number of attacks make up for bad WS. Also, the one time I did manage to wipe a KillaKan unit on the charge (charged an 8 Kan unit with 4 Berzerker units, a Terminator unit and a Terminator Lord) my opponent rolled 3 6s for exploding which hurt me very much since I surrounded him (killed 12 Zerkers, 2 Terminators and dropped the Lord to 2 wounds).

On paper they don't look great but the local Ork players are reporting that they are pretty great, for Ork units.

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in us
Longtime Dakkanaut




 mrhappyface wrote:
SemperMortis wrote:
Morkanaut is universally thought of as the 2nd worst walker in the game, right behind the Stompa. Killa Kanz are fun but ultimately useless, they are too expensive and don't have enough dakka. In CC they have S8 attacks BUT they hit on 5s. Meganobz are not scary at all these days. 3 attacks with a Powerklaw that hit on 4s.

Who thinks they are the second worst? Sure they aren't the best but, around here at least, Morkanaughts are universely seen as good and 10 times better than they ever were. KillKans and Meganobz hurt like hell when they swing first and their large number of attacks make up for bad WS. Also, the one time I did manage to wipe a KillaKan unit on the charge (charged an 8 Kan unit with 4 Berzerker units, a Terminator unit and a Terminator Lord) my opponent rolled 3 6s for exploding which hurt me very much since I surrounded him (killed 12 Zerkers, 2 Terminators and dropped the Lord to 2 wounds).

On paper they don't look great but the local Ork players are reporting that they are pretty great, for Ork units.


High number of attacks? 3 each is considered High? at WS2 those Killa kanz with 3 attacks each are hitting 1 time each. So a unit of 6 will get 24 attacks (+1 for 4+ models) and hit 8 times and wound about 7 times. Against a 3+ model thats 6 casualties.

Meganobz? A unit of 4 gets 12 attacks, 6 hits and against T4 thats 5 wounds, against 3+ model you will get 1 save so 4 dead Marines. 4 berserker units (min squad of 5 with chainaxes) = 20 models, 4 of them have 3 attacks each 16 have 2 attacks each. On the charge that is 44 attacks, 30 hits and at S6 thats 20 wounds at -1 AP against 3+ save that is 10 wounds which kills outright 2 Kanz. So that unit of 6 just became a unit of 4. I don't know how the mechanic works for zerkers so I don't know if they get to swing again, but if they do the unit of Kanz just became 2. If they dont. those 4 kanz put out 16 attacks about 5 hits about 4 wounds and about 3 casualties. Not exactly intimidating. Either your Ork player cheated or he got seriously lucky rolls and you had seriously bad rolls.


Automatically Appended Next Post:
Ohh, and the Morkanaut isn't any better then before. The only aspects that got better was the TL Big Shootas it had and it is slightly more durable then it was before...and even that is questionable. It's main weapon is now all but useless and the new rules stipulate that it will lose MORE wounds to its own weaponry then before (KMK and KMB)

This message was edited 2 times. Last update was at 2017/07/05 19:01:08


 Tomsug wrote:
Semper krumps under the radar

 
   
Made in us
Tzeentch Veteran Marine with Psychic Potential





To the Horror thing, clearly people have not played with pink horrors. They are severely over-costed at 10 points. They die really quick and have very little offensive capability, and no assault capability. Personally I think "split" is the worst rule ever created, it was in the early edition of WHFB it was in 7th and it is in 8th. Also, adding brimstones as a unit was such an obvious cash grab creating a totally unnecessary unit. I don't want "split" to be added into the cost, because I never ever want to use it or brimstones. Personally I think they should go back to the 6th edition codex and have a unit of "horrors" which can be pink, blue, brim, or mix with the same stats and cost, which should be cheaper and no stupid split rule.

Also, I agree with a previous poster that Screamers are not very good, as they are overpriced. You can get three for 91 points. Or you can get a Burning Chariot for 98 points which has attacks for two of the screamers, plus attacks for the exulted flamer, plus the shooting attack. It is a no brainer.

other than above as a thousand son'/Tzeentch daemon player I am pretty happy with things so far. The Tzeentch powers are lack luster and no school for Tson's is frustrating but will probably be fixed with codex. I still think that the Rubic/Scrabb sorcerer is over costed. Basically every unit in the game gets their champ for free yet we pay an additional 12/19 points for ours and all we gain is baby smite. If these guys were full sorcerers and could cast real smite and/or a normal spell they would be worth more, but as is baby smite is not worth that many more points. Maybe like 3/5 considering the real risk if there is a perils which kills a good number of the squad.

That is my two cents.
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

SemperMortis wrote:
High number of attacks? 3 each is considered High? at WS2 those Killa kanz with 3 attacks each are hitting 1 time each. So a unit of 6 will get 24 attacks (+1 for 4+ models) and hit 8 times and wound about 7 times. Against a 3+ model thats 6 casualties.

Meganobz? A unit of 4 gets 12 attacks, 6 hits and against T4 thats 5 wounds, against 3+ model you will get 1 save so 4 dead Marines. 4 berserker units (min squad of 5 with chainaxes) = 20 models, 4 of them have 3 attacks each 16 have 2 attacks each. On the charge that is 44 attacks, 30 hits and at S6 thats 20 wounds at -1 AP against 3+ save that is 10 wounds which kills outright 2 Kanz. So that unit of 6 just became a unit of 4. I don't know how the mechanic works for zerkers so I don't know if they get to swing again, but if they do the unit of Kanz just became 2. If they dont. those 4 kanz put out 16 attacks about 5 hits about 4 wounds and about 3 casualties. Not exactly intimidating. Either your Ork player cheated or he got seriously lucky rolls and you had seriously bad rolls.


Automatically Appended Next Post:
Ohh, and the Morkanaut isn't any better then before. The only aspects that got better was the TL Big Shootas it had and it is slightly more durable then it was before...and even that is questionable. It's main weapon is now all but useless and the new rules stipulate that it will lose MORE wounds to its own weaponry then before (KMK and KMB)

Here's my experience of them so far:
KillaKans have killed my terminator Lord + Terminators as soon as they dropped out of the sky.

MegaNobz murdered Kharn, a DP and some Berzerkers.

One game (the only game I've lost so far) the Morkanaught managed to take out a BloodThirster, a Khorne Daemon Prince, 2 Chaos Lords, 3 units of Zerkers and a Rhino. That thing literally one man armied everything I had. I do admit it's shooting doesn't hit too hard but it's cc ability! Oh my!

On the other side of things, Ork Boyz so far (in the 3 games I've played against Orks which were all 2000pt games) managed to kill a Heldrake and a Rhino. That's it across all 3 games.

Maybe I'm having a different experience than everyone else when it comes to Orks.

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in nz
Osprey Reader



Waffle House

SemperMortis wrote:
In Alphabetical order
Gretchin: 3pts for a terrible model that will run away at first chance because they don't have mob rule and have LD4, you are required to take a Runtherd with them


No you're not. You'll need one if you want morale immunity, but it's not a requirement anymore.
   
Made in us
Dakka Veteran




Orks - Everything.

   
Made in ru
!!Goffik Rocker!!






Morkanaught is not bad - it's just outshined by both the gorkanaught and the meka dread. Cause if you're playing ork walker list, you're шерук taking kff meks or kff meka dreads anywayz. And Gorka has 2 more attacks and shooting that doesn't hurt it more reliably than it hurts the opponent. Which is a plus. So, while not inherently bad, morkanaughts are pointless cause there are 2 other similar options that do it's job better.

As for the kanz, they really need a banner nob nearby. Cause their shooting is bad for points and their mellee is either not great for points if you calculate it. Interestingly enough, the equivalent point cost of choppa boyz does more damage to even toughest vehicles than a killa kan in mellee. And the kan'z durability also not amazing. They also suffer from morale.

So, yes, boyz are definitely not tough. But they're one of the choppiest and more universally effective things in our codex. They outpunch a lot of stuff point-for-point. Killsaw meganobz are only more killy than choppaboyz vs t8+ vehicles and even so, not by that much. In return, meganobz get wrecked by heavy weapons and cost a ton of points. So are kanz (they cost ~ the same). While boyz can counter a lot of lists that are focused on killing vehicles and monsters. At the same time, meganobz and kanz are only around twice as durable as regular boyz vs small arms fire.

Boyz aren't AMAZING. But they're the best we've got.
   
Made in us
Norn Queen






There was a time not long ago when this thread would be packed with nid units.

I am so happy I can't think of anything actually bad for nids.

I guess the tyrannofex just doesn't have the range on the guns you really want to be using his standing still bonus on so he never gets to actually stand still. Just take exocrines.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in us
Beautiful and Deadly Keeper of Secrets





 Lance845 wrote:
There was a time not long ago when this thread would be packed with nid units.

I am so happy I can't think of anything actually bad for nids.

I guess the tyrannofex just doesn't have the range on the guns you really want to be using his standing still bonus on so he never gets to actually stand still. Just take exocrines.


The Big Brain dude seems to underperform from what I see, but most nid units tend towards "Slightly worse then Y unit in codex"

This message was edited 2 times. Last update was at 2017/07/06 12:17:07


 
   
Made in us
Ancient Venerable Dark Angels Dreadnought





 Nevelon wrote:
shortymcnostrill wrote:
Falcon grav tanks.

When compared with the wave serpent I can see no reason to take them. The serpent carries more guys, is far more durable and is a lot cheaper. I guess it has slightly less dakka than a falcon, but that does not come close to compensating for the other points.

** which is unfortunate, as falcons are my favorite elder tank!


Sadly, this has been true for a while now. The pulse laser is a nice gun, but a falcon doesn’t bring anything to the table that a 2xbrightlance WS doesn’t. With being able to shoot all you guns at different targets, the fact that it can have a flexible loadout is a little more viable, but not worth the serious markup it has over the serpent.

It’s not like it’s a bad tank, just overshadowed (again) by the WS. As for if it’s overpriced, or the WS is underpriced, I’m not sure. That requires more of a big picture view then I have right now.

And I’m with you on the favorite tank bit. The WD introducing it is the first one in my collection, and they are the reason I started Eldar.


I picked up 2 Falcon recently, and I will use them. They are certainly worse now with the starcannon super nerf. SO back to possibly adding a brightlance as the secondary weapon, but then it's only 1 shot more than a wave serpent. Shame.
   
Made in au
Been Around the Block




Full disclaimer, I haven't played with these yet (having too much fun with Death Guard) but they look pretty rubbish on paper:

Possessed Marines: D3 attacks? Really? Looks like they're taking a back seat to Berzerkers for another 10 years.

Mutilators: 4" move combat terminators with no guns. I'd much rather actual terminators?

Fallen: Chosen that can't ride in transports or benefit from any CSM auras or powers. Not totally terrible but I'd take Chosen over these guys.

Vindicator: Short range, D3/D6 shots and suffers -1 to hit for moving. I'd rather take a Predator or Forgefiend.
   
Made in us
Legendary Master of the Chapter






After a small discussion with my eldar friend

Rangers

only when compared to SM scouts snipers in cloaks

Similar points
same gun,
slightly better infiltrate
-1 to hit against
but -1 T making them significantly weaker against normal shooting
and -1 armor sticking harder.

dunno if it means scouts are too good or if rangers are bad. only time will tell.

This message was edited 2 times. Last update was at 2017/07/06 23:57:37


 Unit1126PLL wrote:
 Scott-S6 wrote:
And yet another thread is hijacked for Unit to ask for the same advice, receive the same answers and make the same excuses.

Oh my god I'm becoming martel.
Send help!

 
   
Made in us
Irked Necron Immortal




Newark, CA

The Obelisk.

It's severely overpriced. More expensive than a monolith, with none of the awesome powers of the Tesseract Vault unless your opponent is fielding multiple flyers.

Never depend on your opponent to do something specific in order to be effective. It's a very, very basic rule and if you violate it you're stupid.

Friends don't let friends field Obelisks.

This message was edited 1 time. Last update was at 2017/07/07 00:28:31


Wake. Rise. Destroy. Conquer.
We have done so once. We will do so again.
 
   
Made in au
Towering Hierophant Bio-Titan





Tervigon's. Nothing new, overpriced junk for three editions running now. However, they fixed the Swarmlord and further nerfed the Tervigon this edition, bumping him up a place on the ladder of "most expensive ways to waste points" in the dex.

P.S.A. I won't read your posts if you break it into a million separate quotes and make an eyesore of it. 
   
Made in se
Dakka Veteran





The Deathstrike.

It's expensive, shoots at a random time, does a random number of hits (that doesn't nearly justify it's cost) that only hits on 4+, and then randomly hits nearby units for a random number of hits.

And it does all of this once per game.

It's so bad I wonder how it got past playtesting in it's current state.

5500 pts
6500 pts
7000 pts
9000 pts
13.000 pts
 
   
Made in us
Consigned to the Grim Darkness





USA

Yeah it's realy disappointing for a nuclear bomb.

The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
 
   
Made in us
Dakka Veteran





Chimeras. At their present cost, why would anyone ever field one? Its getting -1BS whenever it moves, lost its rear firing port & amphibious rule. With the update to move, move move order your infantry can move nearly as far as if they were in a transport. Transporting Ogryn? Again, why would you ever need a chimera? Unless you are fighting a Tau gunline, your opponent is going to be rushing you. You need those Ogryn/Bullgryn next to your men to counter assault.

Chimeras in 8th edition are overpriced garbage. Its being specifically done to sell the Taurox models that no one wants.
   
Made in us
Norn Queen






 SHUPPET wrote:
Tervigon's. Nothing new, overpriced junk for three editions running now. However, they fixed the Swarmlord and further nerfed the Tervigon this edition, bumping him up a place on the ladder of "most expensive ways to waste points" in the dex.


Complete nonsense. 2 tervigons and 3 30 blobs of termagants (10 devourers 20 flesh borers each). That's 150 shots rerolling 1s to hit and to wound with psychic support that can recover up to 20 models a turn. Also 28 wounds of tervigons to try to displace. This costs
980 points.

Crazy good core for an army.

Good fething luck everybody else.


These are my opinions. This is how I feel. Others may feel differently. This needs to be stated for some reason.
 
   
Made in dk
Infiltrating Prowler






 Commissar Benny wrote:
Chimeras. At their present cost, why would anyone ever field one? Its getting -1BS whenever it moves, lost its rear firing port & amphibious rule. With the update to move, move move order your infantry can move nearly as far as if they were in a transport. Transporting Ogryn? Again, why would you ever need a chimera? Unless you are fighting a Tau gunline, your opponent is going to be rushing you. You need those Ogryn/Bullgryn next to your men to counter assault.

Chimeras in 8th edition are overpriced garbage. Its being specifically done to sell the Taurox models that no one wants.


There's 8 points of difference between a Chimera and a Taurox....
Chimera gains +1 T and +2 transport capacity and a las gun array. Want more resilience vs S6-7 weapons? Take the chimera. Want an extra buff character for the infantry/veteran squads? Take a chimera. Do you play against a fast melee heavy meta and wish for better over watch options because acces to flamers? Take a chimera

The good thing about the buff of the Taurox is that now there's an actual reason to take them and they have different roles that justifies their inclusion on their own merits. It's a matter of choice and how you built your list, rather than being a no brainer with the chimera. "Overpriced garbage" though? Not even close.
Also let's not pretend the amphibious rule was actually a thing. That rule was literally a meme for being the most useless rule in the game. The strike down rule had more relevance than the amphibious ever had.
   
Made in dk
Servoarm Flailing Magos






Metalica

 Zewrath wrote:
 Commissar Benny wrote:
Chimeras. At their present cost, why would anyone ever field one? Its getting -1BS whenever it moves, lost its rear firing port & amphibious rule. With the update to move, move move order your infantry can move nearly as far as if they were in a transport. Transporting Ogryn? Again, why would you ever need a chimera? Unless you are fighting a Tau gunline, your opponent is going to be rushing you. You need those Ogryn/Bullgryn next to your men to counter assault.

Chimeras in 8th edition are overpriced garbage. Its being specifically done to sell the Taurox models that no one wants.


There's 8 points of difference between a Chimera and a Taurox....
Chimera gains +1 T and +2 transport capacity and a las gun array. Want more resilience vs S6-7 weapons? Take the chimera. Want an extra buff character for the infantry/veteran squads? Take a chimera. Do you play against a fast melee heavy meta and wish for better over watch options because acces to flamers? Take a chimera

The good thing about the buff of the Taurox is that now there's an actual reason to take them and they have different roles that justifies their inclusion on their own merits. It's a matter of choice and how you built your list, rather than being a no brainer with the chimera. "Overpriced garbage" though? Not even close.
Also let's not pretend the amphibious rule was actually a thing. That rule was literally a meme for being the most useless rule in the game. The strike down rule had more relevance than the amphibious ever had.


I wish it kept that rule, just for the meme. But I have literally never seen it used.

 
   
Made in dk
Infiltrating Prowler






 Lance845 wrote:
 SHUPPET wrote:
Tervigon's. Nothing new, overpriced junk for three editions running now. However, they fixed the Swarmlord and further nerfed the Tervigon this edition, bumping him up a place on the ladder of "most expensive ways to waste points" in the dex.


Complete nonsense. 2 tervigons and 3 30 blobs of termagants (10 devourers 20 flesh borers each). That's 150 shots rerolling 1s to hit and to wound with psychic support that can recover up to 20 models a turn. Also 28 wounds of tervigons to try to displace. This costs
980 points.

Crazy good core for an army.

Good fething luck everybody else.


Overcharging plasma Plask with las cannon 1 shots a tervigon. The 3 basilisks takes the other. Mortar teams and Wyverns takes sporadic shots at the gribblies. Watch the rest die to battleshock.
   
Made in nz
Osprey Reader



Waffle House

 Zewrath wrote:


Overcharging plasma Plask with las cannon 1 shots a tervigon. The 3 basilisks takes the other.


...or if you don't have magic dice, you'll cause 7-8 wounds to each one.
   
 
Forum Index » 40K General Discussion
Go to: